Time and location based gaming

ABSTRACT

An activating and deactivating of a gaming device may be based at least in part on a duration of time in which the gaming device is permitted to be activated, a period of time during which the gaming device is permitted to be activated, and/or a location of a user of the gaming device.

RELATED APPLICATION

This application is a divisional of pending U.S. application Ser. No.11/063,311 filed Feb. 21, 2005, which is a continuation-in-partapplication claiming the benefit of pending U.S. application Ser. No.10/835,995 filed Apr. 29, 2004, which claims priority under 35 U.S.C.§119 of provisional application Ser. No. 60/549,187 filed Mar. 1, 2004and provisional application Ser. No. 60/547,507 filed Feb. 25, 2004.U.S. application Ser. No. 11/063,311, U.S. application Ser. No.10/835,995, provisional application Ser. No. 60/549,187, and provisionalapplication Ser. No. 60/547,507 are hereby incorporated by referenceherein in there entirety.

TECHNICAL FIELD

The present invention relates generally to the field of gaming and, moreparticularly to a gaming system and method incorporating a wirelessnetwork.

BACKGROUND

On-line casinos are accessible via the Internet. These on-line casinospresent a graphical representation of games, such as casino games, to auser on the screen of a computer in communication with the Internet. Theuser may place wagers, participate in the gaming, and win or lose money.Receipt of winnings, or payment of losses is typically handled through acredit account.

SUMMARY

Due to a variety of factors, Internet-based electronic gaming systemsmay have a number of undesirable aspects. For example, the Internetlacks the security necessary to ensure confidence that operation of anelectronic gaming system will proceed without tampering. An operator ofan Internet gaming system is prone to hacking, viruses and othershortcomings of conducting business over the Internet. Users ofInternet-based systems often lack confidence that their financialtransactions are secure and that their privacy will remain intact.Moreover, the use of the Internet does not provide location verificationsuitable to ensure that a user is within an approved gaming area.

Among other things, certain embodiments of the present inventionincorporate non-Internet based technology with respect to acommunications network in order to avoid the problems encountered inoperating a gaming system via the Internet.

In one embodiment the present invention provides a convenience gamingsystem, which includes at least one server and at least one gamingcommunication device connected to the at least one server by atelecommunications network. The at least one gaming communication deviceis operable to send and receive gaming information to and from the atleast one gaming server if the at least one gaming communication devicemeets at least one predetermined criteria.

In another embodiment, a method is provided for conducting conveniencegaming activities on a gaming communication device in communication witha gaming server. The method includes presenting a user of the gamingcommunication device with one or more gaming activity options. Themethod further includes accepting a selection of a gaming activityoption by the user, transmitting information associated with theselected gaming activity option between the gaming communication deviceand the server, determining a result associated with the user'sselection, and transmitting the result to the user.

Various embodiments of the present invention may benefit from numerousadvantages. It should be noted that one or more embodiments may benefitfrom some, none, or all of the advantages discussed below.

One advantage is that the system enables remote, wireless, mobile gamingover a secure network. Another advantage is that the system enablesremote, wireless, mobile, gaming, while preventing gaming byunauthorized users and from unauthorized locations. Another advantage isthe enablement of a gaming system accessible by remote, wireless, mobileusers, wherein the system includes gaming communication devices used bythe users and connected to a communication network, and wherein aportion of the communication network is movable.

Other advantages will be readily apparent to one having ordinary skillin the art from the following figures, descriptions, and claims.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the present invention and forfurther features and advantages, reference is now made to the followingdescription, taken in conjunction with the accompanying drawings, inwhich:

FIG. 1 illustrates a convenience gaming system according to anembodiment of the present invention;

FIG. 2 illustrates a convenience gaming system with a wireless networkaccording to an embodiment of the present invention;

FIG. 3 is a block diagram of a convenience gaming system illustratingvarious gaming activities in accordance with an embodiment of thepresent invention;

FIG. 4 illustrates a convenience gaming system showing coverage areas inaccordance with an embodiment of the present invention;

FIG. 5 illustrates a convenience gaming system with a wireless networkshowing triangulation location determination in accordance with anembodiment of the present invention;

FIG. 6 is a flow chart depicting steps in a convenience gaming methodaccording to an embodiment of the present invention;

FIG. 7 depicts a convenience gaming system showing a communication pathin accordance with an embodiment of the present invention; and

FIG. 8 illustrates a ship-based convenience gaming system in accordancewith an embodiment of the present invention.

DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION

A convenience gaming system enables participants to engage in gamingactivities from remote and/or mobile locations. The possible gamingactivities include gambling, such as that provided by casinos. Gamblingactivities may include any casino-type gambling activities including,but not limited to, slot machines, video poker, table games (e.g.,craps, roulette, blackjack, pai gow poker, Caribbean stud poker,baccarat, etc), the wheel of fortune game, keno, sports betting, horseracing, dog racing, jai alai, and other gambling activities. The gamingactivities can also include wagering on any type of event. Events caninclude, for example, sporting events, such as horse or auto racing, andathletic competitions such as football, basketball, baseball, golf, etc.Events can also include such things that do not normally involvewagering. Such events may include, without limitation, politicalelections, entertainment industry awards, and box office performance ofmovies. Gaming can also include non-wagering games and events. Gamingcan also include lotteries or lottery-type activities such as state andinterstate lotteries. These can include all forms of number-selectionlotteries, “scratch-off” lotteries, and other lottery contests. Theconvenience gaming system may be implemented over a communicationsnetwork such as a cellular network or a private wireless and/or wirelinenetwork. Examples of the latter include WiFi and WiMax networks. In oneembodiment, the convenience gaming system communications network isentirely independent of the Internet. In another embodiment, theconvenience gaming system operation makes minimal use of the Internet,such that only information for which there is no security issues istransmitted via the Internet and/or information may be encrypted.Preferably, the communications network enables players to participate ingaming from remote locations (e.g., outside of the gaming area of acasino). Also, the system may enable players to be mobile duringparticipation in the convenience gaming activities. Preferably, thesystem has a location verification or determination feature, which isoperable to permit or disallow gaming from the remote location dependingupon whether or not the location meets one or more criteria. Thecriterion may be, for example, whether the location is within apre-defined area in which gaming is permitted by law.

As shown in FIG. 1, for example, convenience gaming system 10 includesat least one user 12. The system may include additional users such thatthere is at least a first user 12 and a second user 14. Multiple usersmay access a first convenience gaming system 10, while other multipleusers access a second convenience gaming system (not shown) incommunication with first gaming system 10. Users 12 and 14 preferablyaccess system 10 by way of a gaming communication device 13. Gamingcommunication device 13 may comprise any suitable device fortransmitting and receiving electronic communications. Examples of suchdevices include, without limitation, mobile phones, personal dataassistants (PDAs), computers, mini-computers, etc. Gaming communicationdevices 13 transmit and receive gaming information to and fromcommunications network 16. Gaming information is also transmittedbetween network 16 and a computer 18, such as a server, which may residewithin the domain of a gaming service provider 20. The location ofcomputer 18 is not critical, however, and computer 18 may resideadjacent to or remote from the domain of gaming service provider 20.Moreover, in certain embodiments, a gaming service provider is notrequired. The computer 18 and/or gaming service provider 20 may residewithin, adjacent to, or remote from a gaming provider (not shown in FIG.1). The gaming provider may be an actual controller of games, such as acasino. As an example, a gaming service provider may be located on thegrounds of a casino and the computer 18 may be physically within thegeographic boundaries of the gaming service provider. As discussed,however, other possibilities exist for remote location of the computer18 and the gaming service provider 20. Computer 18 may function as agaming server. Additional computers (not expressly shown) may functionas database management computers and redundant servers, for example.

Preferably, software resides on both the gaming communication device 13and the computer 18. Software resident on gaming communication device 13is preferably operable to present information corresponding to gamingactivities (including gambling and non-gambling activities discussedherein) to the user. The information includes, without limitation,graphical representations of objects associated with the activities, andpresentation of options related to the activities and selectable by theuser. The gaming communication device software is also preferablyoperable to receive data from the computer and data input by the user.Software resident on the computer is preferably able to exchange datawith the gaming communication device, access additional computers anddata storage devices, and perform all of the functions described hereinas well as functions common to known electronic gaming systems.

Gaming information transmitted across network 16 may include anyinformation, in any format, which is necessary or desirable in theoperation of the gaming experience in which the user participates. Theinformation may be transmitted in whole, or in combination, in anyformat including digital or analog, text or voice, and according to anyknown or future transport technologies, which may include, for example,wireline or wireless technologies. Wireless technologies may include,for example, licensed or license-exempt technologies. Some specifictechnologies which may be used include, without limitation, CodeDivision Multiple Access (CDMA), Global System for Mobile Communication(GSM), General Packet Radio Service (GPRS), WiFi (802.11x), WiMax(802.16x), Public Switched Telephone Network (PSTN), Digital SubscriberLine (DSL), Integrated Services Digital Network (ISDN), or cable modemtechnologies. These are examples only and one of ordinary skill willunderstand that other types of communication techniques are within thescope of the present invention. Further, it will be understood thatadditional components may be used in the communication of informationbetween the users and the gaming server. Such additional components mayinclude, without limitation, lines, trunks, antennas, switches, cables,transmitters, receivers, computers, routers, servers, fiber opticaltransmission equipment, repeaters, amplifiers, etc.

In at least one embodiment, the communication of gaming informationtakes place without involvement of the Internet. This has an advantageof avoiding the security problems which typically arise when conductingbusiness over the Internet. However, in certain embodiments, a portionof the gaming information may be transmitted over the Internet. Also,some or all of the gaming information may be transmitted partially overan Internet communications path. In certain embodiments, someinformation is transmitted entirely or partially over the Internet, butthe information is either not gaming information or is gaminginformation that does not need to be maintained secretly. For instance,data that causes a graphical representation of a table game on theuser's gaming communication device might be transmitted at leastpartially over the Internet, while wagering information transmitted bythe user might be transmitted entirely over a non-Internetcommunications network.

According to one embodiment, as shown in FIG. 2 for example, thecommunications network 21 comprises a cellular network 22. Cellularnetwork 22 comprises a plurality of base stations 23, each of which hasa corresponding coverage area 25. Base station technology is generallyknown and the base stations may be of any type found in a typicalcellular network. The base stations may have coverage areas thatoverlap. Further, the coverage areas may be sectorized ornon-sectorized. The network also includes mobile stations 24, whichfunction as the gaming communication devices used by users to access theconvenience gaming system and participate in the activities available onthe convenience gaming system. Users are connected to the network ofbase stations via transmission and reception of radio signals. Thecommunications network also includes at least one voice/data switch 26,which is preferably connected to the wireless portion of the network viaa dedicated, secure landline. The communications network also includes agaming service provider 28, which is likewise connected to thevoice/data switch via a dedicated, secure landline. The voice/dataswitch may be connected to the wireless network of base stations via amobile switching center (MSC), for example and the landline may beprovided between the voice/data switch and the MSC.

Users access the convenience gaming system by way of mobile stationswhich are in communication with, and thus part of, the communicationsnetwork. The mobile station may be any electronic communication devicethat is operable in connection with the network as described. Forexample, in this particular embodiment, the mobile station may comprisea cellular telephone.

Preferably, in the case of a cellular network for example, theconvenience gaming system is enabled through the use of a private labelcarrier network. Each base station is programmed by the cellular carrierto send and receive private secure voice and/or data transmissions toand from mobile station handsets. The handsets are preferablypre-programmed with both gaming software and the carrier'sauthentication software. The base stations communicate via Private T-1lines to a switch. A gaming service provider leases a private T-1 or T-3line, which routes the calls back to gaming servers controlled by thegaming service provider. Encryption can be installed on the telephonesif required by a gaming regulation authority, such as a gamingcommission.

The cellular network is preferably a private, closed system. Mobilestations communicate with base stations and base stations are connectedto a centralized switch located within a gaming jurisdiction. At theswitch, voice calls are transported either locally or via long distance.Specific service provider gaming traffic is transported from the centralswitch to a gaming server at a host location, which can be a casino orother location.

As subscribers launch their specific gaming application, the handsetwill only talk to certain base stations with cells or sectors that havebeen engineered to be wholly within the gaming jurisdiction. Forexample, if a base station is close enough to pick up or send a signalacross state lines, it will not be able to communicate with the device.When a customer uses the device for gaming, the system may prohibit, ifdesired, the making or receiving voice calls. Moreover, voice can beeliminated entirely if required. Further, the devices are preferably notallowed to “connect” to the Internet. This ensures a high level ofcertainty that bets/wagers originate and terminate within the boundariesof the gaming jurisdiction and the “private” wireless system cannot becircumvented or bypassed. Although in certain embodiments some dataand/or voice traffic may be communicated at least partially over theInternet, it is preferred that the communication path does not includethe Internet. Alternatively, in some embodiments, certain non-gaminginformation may be transported over a path which includes the Internet,while other information relating to the gaming activities of the systemis transported on a path that does not include the Internet.

As shown in FIG. 3, a gaming communication device 32 is in communicationwith a gaming service provider 36 over a network 34. The gaming serviceprovider preferably has one or more servers, on which are residentvarious gaming and other applications. As shown in FIG. 3, some examplegaming applications include horse racing and other sports, financialexchange, casino and/or virtual casino, entertainment and other eventsexchange, and news and real time entertainment. Each of theseapplications may be embodied in one or more software modules. Theapplications may be combined in any possible combination. Additionally,it should be understood that these applications are not exhaustive andthat other applications may exist to provide an environment to the userthat is associated with any of the described or potential convenienceactivities.

In another embodiment, as shown in FIG. 4, for example, thecommunications network comprises a private wireless network. The privatewireless network may include, for example, an 802.11x (WiFi) networktechnology to cover “Game Spots” or “Entertainment Spots.” In FIG. 4,various WiFi networks are indicated as networks 41. Networks 41 may useother communications protocols to provide a private wireless networkincluding, but not limited to, 802.16x (WiMax) technology. Further,networks 41 may be interconnected. Also, a convenience gaming system maycomprise a combination of networks as depicted in FIG. 4. For example,there is shown a combination of private wireless networks 44, a cellularnetwork comprising a multi-channel access unit or sectorized basestation 42, and a satellite network comprising one or more satellites46.

With respect to the private wireless network, because the preferabletechnology covers smaller areas, (e.g., in the range of 100-300 feet)and provides very high-speed throughput, the private wireless network isparticularly well-suited for gaming commission needs of location andidentity verification for the gaming service provider products. Thegaming spots enabled by networks 41 may include a current casino area48, new areas such as swimming pools, lakes or other recreational areas49, guest rooms and restaurants such as might be found in casino 48 orhotels 45 and 47, residential areas 40, and other remote conveniencegaming areas 43. The configuration of the overall convenience gamingsystem depicted in FIG. 4 is intended only as an example and may bemodified within the scope of the present invention.

In one embodiment, the system architecture for the convenience gamingsystem includes:

(1) a wireless LAN (Local Access Network) component, which consists ofmostly 802.11x (WiFi) and/or 802.16x WiMax technologies; robust securityand authentication software; gaming software; mobile carrier approvedhandsets with Windows® or Symbian® operating systems integrated within;and

(a) CDMA-technology that is secure for over-the-air data protection;

(b) at least two layers of user authentication, (that provided by themobile carrier and that provided by the gaming service provider);

(c) compulsory tunneling (static routing) to gaming servers;

(d) end-to-end encryption at the application layer; and

(e) state-of-the-art firewall and DMZ technologies;

(2) an MWAN (Metropolitan Wireless Access Network), which consists oflicensed and license-exempt, point-to-point links, as well as licensedand license-exempt, point-to-multi-point technologies;

(3) private MAN (Metropolitan Access Network) T-1 and T-3 lines toprovide connectivity where wireless services cannot reach; and

(4) redundant private-line communications from the mobile switch back tothe gaming server.

Each of the “Game Spots” or “Entertainment Spots” is preferablyconnected via the MWAN/MAN back to central and redundant game servers.For accessing the private wireless networks 41, the gaming communicationdevices are preferably WiFi- or WiMax-enabled PDAs or mini-laptops, anddo not have to be managed by a third-party partner.

Preferably, the convenience gaming system includes a locationverification feature, which is operable to permit or disable gaming froma remote location depending upon whether or not the location meets oneor more criteria. The criterion may be, for example, whether thelocation is within a pre-defined area in which gaming is permitted bylaw. As another example, the criterion may be whether the location is ina no-gaming zone, such as a school. The location verification technologyused in the system may include, without limitation, “network-based”and/or “satellite-based” technology. Network-based technology mayincluded such technologies as multilateration, triangulation andgeo-fencing, for example. Satellite-based technologies may includeglobal positioning satellite (GPS) technology, for example.

As previously discussed, the cellular approach preferably includes theuse of at least one cellular, mobile, voice and data network. For gamingin certain jurisdictions, such as Nevada for example, the technology mayinvolve triangulation, global positioning satellite (GPS) technology,and/or geo-fencing to avoid the potential for bets or wagers to be madeoutside Nevada state lines. In one embodiment, the network would notcover all of a particular jurisdiction, such as Nevada. For instance,the network would not cover areas in which cellular coverage for aparticular base station straddled the state line or other boundary ofthe jurisdiction. This is done in order to permit the use of locationverification to insure against the chance of bets originating orterminating outside of the state. Triangulation may be used as a methodfor preventing gaming from unapproved locations. Triangulation may beaccomplished, for example, by comparing the signal strength from asingle mobile station received at multiple base stations, each havingGPS coordinates. This technology may be used to pinpoint the location ofa mobile station. The location can then be compared to a map or otherresource to determine whether the user of the mobile station is in anunapproved area, such as a school. Alternatively, GPS technology may beused for these purposes.

As shown in FIG. 5, the convenience gaming system includes a pluralityof gaming communication devices 54, 55, and 56. Device 54 is locatedoutside the gaming jurisdiction 58. Devices 55 and 56 are both locatedinside gaming jurisdiction 58. However only device 56 is located withingeo-fence 57, which is established by the coverage areas of a pluralityof base station 53. Thus, geo-fencing may be used to enable gaming viadevice 56 but disable gaming via devices 54 and 55. Even though somegaming communication devices that are within the gaming jurisdiction 58,such as device 55, are not permitted access to the convenience gamingsystem, the geo-fence 57 ensures that no gaming communication devicesoutside jurisdiction 58, such as device 54, are permitted access.

Geo-fencing does not specify location. Rather, it ensures that a mobilestation is within certain boundaries. For instance, geo-fencing may beused to ensure that a mobile station beyond state lines does not accessthe convenience gaming system. Triangulation on the other hand specifiesa pinpoint, or near-pinpoint, location. For example, as shown in FIG. 5,device 56 is triangulated between three of the base stations 53 todetermine the location of device 56. Triangulation may be used toidentify whether a device, such as a mobile station, is located in aspecific spot where gambling is unauthorized (such as, for example, aschool). Preferably, the location determination technology utilized inconjunction with the present invention meets the Federal CommunicationCommission's (FCC's) Phase 2 E911 requirements. Geological InstituteSurvey (GIS) mapping may also be utilized to compare identifiedcoordinates of a gaming communication device with GIS map features orelements to determine whether a device is in an area not authorized forgaming. It should be noted that any type of location verification may beused such as triangulation, geo-fencing, global positioning satellite(GPS) technology, or any other type of location determining technology,which can be used to ensure, or provide an acceptable level ofconfidence, that the user is within an approved gaming area.

In another embodiment, location verification is accomplished usingchannel address checking or location verification using some otheridentifying number or piece of information indicative of which networkor portion of a network is being accessed by the gaming communicationdevice. Assuming the using of an identifying number for this purpose,then according to one method of location checking, as an example, aparticipant accesses the gaming system via a mobile telephone. Theidentifying number of the mobile telephone, or of the network componentbeing accessed by the mobile telephone, identifies the caller'sconnection to the mobile network. The number is indicative of the factthat the caller is in a defined area and is on a certain mobile network.A server application may be resident on the mobile telephone tocommunicate this information via the network to the gaming serviceprovider. In a related embodiment, the identifying number or informationis passed from a first network provider to a second network provider.For example, a caller's home network may be that provided by the secondprovider, but the caller is roaming on a network (and in a jurisdiction)provided by the first provider. The first provider passes theidentifying information through to the second provider to enable thesecond provider to determine whether the caller is in a defined areathat does or does not allow the relevant gaming activity. Preferably thegaming service provider either maintains, or has access to, a databasethat maps the various possible worldwide mobile network identifyingnumbers to geographic areas. The invention contemplates using any numberor proxy that indicates a network, portion of a network, or networkcomponent, which is being connected with a mobile telephone. Theidentifying number may indicate one or more of a base station or groupof base stations, a line, a channel, a trunk, a switch, a router, arepeater, etc.

In another embodiment, when the user connects his mobile telephone tothe gaming server, the gaming server draws the network identifyinginformation and communicates that information to the gaming serviceprovider. The software resident on the gaming communication device mayincorporate functionality that will, upon login or access by the user,determine the user's location (based at least in part on the identifyinginformation) and send a message to the gaming service provider. Theidentifying number or information used to determine location may becountry-specific, state-specific, town-specific, or specific to someother definable boundaries.

In connection with any of the location determination methods, the gamingsystem may periodically update the location determination information.This may be done, for example, during a gaming session, at pre-definedtime intervals to ensure that movement of the gaming communicationdevice to an unauthorized area is detected during play, and not justupon login or initial access.

Thus, depending on the location determination technology being used, thedecision whether to permit or prohibit a gaming activity may be made atthe gaming communication device, at the gaming server, or at any of thecomponents of the telecommunication network being used to transmitinformation between the gaming communication device and the gamingserver (such as at a base station, for example).

An aspect of the private wireless network related to preventing gamingin unauthorized areas is the placement of sensors, such as RadioFrequency Identification (RFID) sensors on the gaming communicationdevices. The sensors trigger alarms if users take the devices outsidethe approved gaming areas. Further, the devices may be “tethered” toimmovable objects. Users might simply log in to such devices using theirID and password.

In connection with FIG. 6, an example embodiment of a method accordingto the present invention can be described as follows. As discussed,software is preferably loaded on a gaming communication device and isoperable to receive input data for gaming. The input data may originateat associated gaming software resident on the gaming server, or it maybe input by the user of the gaming communication device. The software onthe device is operable to present a representation of a gamingenvironment. This can include, among other things, a representation of atable game such as a blackjack table or a slot machine. Other examplesof the representation of a gaming environment include graphicalrepresentations of any of the other applications described herein.

In the example method shown in FIG. 6, in a first step 602, the gamingcommunication device is activated. This may take place as a function ofturning on a phone, PDA, or other communication device as describedelsewhere herein. Preferably, activation comprises connecting the gamingcommunication device to a private data network. Part of the activationincludes logging in at a prompt. This may be considered as a first levelof authentication of a user of the gaming communication device. A secondlevel of user authentication comprises authentication of the gamingcommunication device itself. This may occur, for example, byauthentication of a mobile station by a mobile carrier. A third level ofuser identification may comprise biometrics. Various examples ofbiometrics may include, but are not limited to, fingerprintidentification, photo identification, retina scanning, voice printmatching, etc.

In a next step 604, the user is presented with the gaming environment.The gaming environment may be presented in various stages. For instance,in a first stage, the gaming environment may comprise a casino lobbywhere the user is presented with certain gaming options including, forexample, table games, slots, sports book, video poker, and a casinocashier. In a subsequent stage, the user may be presented with optionalinstances of the type of activity selected from the casino lobby.

In a next step 606, the user selects an activity, such as a particularcasino table game. In step 608, the user is presented with one or moreoptions related to the selected activity. In step 610, the user selectsan option. For instance, at this point, the user might place a wager,draw a card, select a restaurant or restaurant menu item, select a newssource or a news story, place a buy or sell order on a financialexchange, place a bet on a certain box office performance over/underamount for a given movie, etc. The options for user input are myriad. Instep 612, the software resident on the gaming communication deviceaccepts the option input by the user and transmits the input data to thesoftware resident at the gaming server. In step 614, the gaming serversoftware acts on the input data.

Actions at this point, may include, without limitation, determining anoutcome and/or amount, accessing another server and/or softwareapplication, retrieving information, preparing a response to the user,etc. The action of determining an outcome and/or amount might takeplace, for example, if the user is using the device to place wagers inconnection with a gambling activity. For certain gambling activities,such as a table game or slot machine, a random number generator may beincorporated to determine the outcome (i.e., whether the user won orlost) and the gaming server software would also determine an amount wonor lost based on the amount wagered and any applicable odds. The actionof accessing another server and/or software application might occur, forexample, in the event the user is engaging in a services activity suchas accessing news services, making reservations and placing food andbeverage orders at a restaurant, or making a retail purchase. The actionof retrieving information might occur when the gaming server software isprompted to access another server for the purpose of retrieving acertain type of information requested by the user.

Preferably, the gaming server software prepares a response to the user'sinput data and in step 616. In step 618, the user acknowledges theresponse. For example, in the case of gambling, the user mightacknowledge that he won a hand of blackjack because the dealer bustedand that his payout was $100 based on a $50 bet at even odds. In step620, the user logs out.

In the situation where the user is gambling, after the series of stepsdescribed in connection with FIG. 6, (or a subset or modified series ofsteps), the user physically enters a casino and goes to a casino cashierfor payout and/or settlement (which can include, for example, extensionsof credit or advance deposits). In one embodiment, there is a waitingperiod (e.g., twenty-four hours) before the user can collect winnings.The purpose of the waiting period is to allow time for fraud monitoring.The waiting period may depend on the amount of the balance. For example,if the user is owed less than $5,000 the waiting period may be twelvehours. If the user is owed between $5,000 and $10,000 the waiting periodmay be twenty-four hours. If the user is owed more than $10,000 thewaiting period may be forty-eight hours.

The duration of activation of the gaming communication device, theduration of a particular session, and/or the duration of a particularactivity may be controlled according to any number of differentparameters. For example, the duration may be based on a predeterminedamount of time or period of time. Activation of the gaming communicationdevice may terminate upon the expiration of a predetermined time period.As another example, an activity may only be permitted until theoccurrence of a particular time of day. According to an alternative, anadministrator, or another party to a transaction within any of thevarious activities, may determine the time period or amount of time.According to yet another alternative, the duration may end upon theoccurrence of an event such as the user entering or leaving a particularlocation. The duration of activation may be dynamically determined basedon a period of non-use. In other words, after a predetermined timewithout being used, the device may “time out” and be deactivated. Theperiod of time, or amount of time, may be cumulatively determined. Forexample, an activity may only be permitted for a period of five hours,collectively. Time counting toward the five hours might stop and startdepending upon the location of the user. As another example, an activitymight only be permitted so long as the user does not enter or leave aparticular location for longer than a predetermined period of time.

Similarly, activation of the gaming communication device and/or theability for a user to engage in a particular activity may only bepermitted during a specified time of day, or for a particular period oftime prior to an event, or for a particular period of time afternotification to the user. Also, activation and/or access may becontrolled based upon the location of the user. For example, if a useris in a particular casino in which a particular show will take placethat evening, the user might be notified that tickets to the show areavailable for a specified period of time prior to the show. The usermight only be permitted to engage in the activity of purchasing ticketsfor the show if the user is in the casino and during the specifiedperiod of time prior to the show. For example, the user might only beable to purchase tickets while in the casino and up to five minutesbefore the start time of the show. Similarly, the activation of thedevice may be restricted based on the location of the user and acorresponding period of time. For example, if a user is in a locationwhere a show is occurring, or is going to occur, the device may bedeactivated (either automatically, or by a party other than the user)during a period beginning five minutes prior to the show and ending fiveminutes after the end of the show.

According to another alternative, the duration or enablement of oneactivity might be determined by the participation of the user in anotheractivity. For example, a user might be allowed to make dinnerreservations at a popular restaurant if the user has been gamblingenough at a given casino. In this way, bonuses or comps may bedetermined or managed based on the activity of the user via the gamingcommunication device.

Preferably, data is transmitted back and forth during the conveniencegaming activities between the gaming communication device and a servercontrolled by the gaming service provider. An example of the path ofcommunication is shown in FIG. 7. Gaming data, such as a wager placed bythe user, is transmitted from gaming communication device 701 to a basestation 702 (or a transmitter in the case of a private wireless networksuch as a WiFi or WiMax network). Base station 702 routes the datathrough network 703 to a hub or gateway 704, which in turn routes thedata to a gaming server 705 operated by a gaming service provider.Preferably, the communication from gaming communication device 701 tothe network 703 comprises wireless communication. This may be any typeof known wireless communication or any type of wireless communicationavailable in the future. Examples of acceptable wireless communicationprotocols include CDMA, GSM, and GPRS.

Preferably, the communication from the network 703 to the gateway 704and to the server 705 is conducted over secure land lines. FIG. 7 is anexample communication network only and the present invention should beunderstood to cover other networks in which data may be transmitted fromgaming communication device 701 to server 705. Preferably, data inresponse to data being transmitted from gaming communication device 701to server 705 is transmitted back to gaming communication device 701along a path essentially opposite to the path of the first transmission.It should be noted that in at least certain embodiments of the methodsand systems described herein, a user is not actually playing a game onthe gaming communication device. Rather, the user is actually playingthe game on the server controlled by the gaming service provider, whichmay be located within a casino.

With respect to payment and/or receipt of winnings and losses, onepossible approach is as follows. Upon check-in at a casino hotel, ahotel representative may query a guest as to whether the guest wantsaccess to a gaming communication device. If the guest does want suchaccess, the hotel representative may provide the guest with a gamingcommunication device in exchange for a credit-card type deposit or otherdeposit. The guest then deposits money into an account for wirelessgaming. The guest's account balance information is loaded onto theguest's account file, which is preferably maintained on the gamingserver. The user may load money into his gaming account by establishinga credit account, for example, at a casino cashier and/or by paying cashto the casino cashier. Many other alternatives exist and this process isan example only. Guest accounts or gaming communication devices may bepreloaded with funds. Funds may be deposited during a convenience gamingsession. This may occur, for example, if a user selected a casinocashier activity from the gaming environment and instructed the cashierto add funds to the account. The finance subsystem may also utilizeaccount card technology (such as ATM cards, credit cards, stored valuecards, gift cards, etc) in order to conduct financial transactionsassociated with a user's account. Moreover, the user may receive or makepayments remotely, by way of inputting instructions via the gamingcommunication device or by another remote device such as an automaticteller machine (ATM), which is in electronic communication with thegaming server or other server operated by the casino, hotel, gamingservice provider or other entity involved in the convenience gamingactivities. For example, a user might remotely (via the gamingcommunication device) place an order at a restaurant. Then, the usermight make advance payment for the meal at an ATM-type machine which isoperable to receive instructions corresponding to the financialtransaction requirements of the convenience gaming activity of orderingfood.

A unique aspect of the present invention includes establishing anelectronic record of the gaming transactions undertaken by a user.Preferably, this is accomplished by utilization of a keystroke log,which is an electronic record of all keystrokes made by the user.Utilization of a keystroke log in this context allows for unprecedentedmonitoring of a user's gaming activity. In the event of a dispute, onemay refer to the keystroke log and readily determine whether, in fact, auser placed a particular wager, for example.

An additional possible aspect of the electronic record is to allow agaming control board or other regulatory authority, access to theelectronic record in a direct manner in order to conduct periodicindependent monitoring of the convenience gaming activities conductedover the system. Another possible aspect is to allow policing againstrigged machines. For instance, it is possible that the gaming controlboard (or other regulatory authority) could obtain a gamingcommunication device and compare their test results over time againstrecords in the electronic record database (e.g., by comparing theresults shown in the keystroke log). This essentially compriseselectronic access for testing.

In another embodiment of the invention, as shown in FIG. 8, a ship-basedconvenience gaming system is provided. The system preferably comprisespassenger vessel 802, such as a cruise liner for example. The systemincludes one or more gaming communication devices 806 connected to acommunication network. The network shown in FIG. 8 comprises a mobilenetwork with base stations 808 connected via a LAN to a base stationcontroller (BSC) 810. BSC 810 is connected via a Ti interface to a firstVery Small Aperture Terminal (VSAT) modem 812, which is in communicationwith a first satellite 814. First satellite 814 is operable to transmitand receive signals from second satellite 814, which is in communicationwith second VSAT modem 812. Second VSAT modem 812 is in communicationwith a gaming server 818 located at gaming service provider 816. Gamingserver is coupled to gaming database 820. Again, the networkconfiguration depicted in FIG. 8 is for example purposes only, and otherconfigurations are within the scope of the present invention. Anon-board back office 822 is preferably provided. Data is communicated bythe on-board VSAT modem and transmitter to the first satellite for relayto the second (preferably land-based) VSAT receiver and modem. The datais then communicated to a server and/or centralized database via amobile station controller (not shown).

A corresponding business model involves the gaming service providercontracting with a cruise line, which agrees to allow the gaming serviceprovider to provide coverage throughout the cruise line's ship(s), byusing repeaters for example. The gaming service provider may provide aprivate wireless network, in which case any revenue generated from useof or access to the private wireless network, and revenue from gamingactivities, may be allocated among all or any subset of the cruise lineand the gaming service provider. Alternatively, the gaming serviceprovider may contract with a mobile carrier and a satellite provider, inwhich case revenue from the mobile calls, and revenue from gamingactivities, may be allocated among all or any subset of the cruise line,the mobile carrier and the gaming service provider.

There are several scenarios for a user's activity relative totransactions conducted over the convenience gaming system. In oneexample scenario the user is in a fixed, but remote, location from thegaming server, which may be located on the premises of a casino. Thismay be include, for instance, a situation in which the gamingcommunication device is a kiosk or some other communication device whichis in a fixed position or which is tethered to a fixed position so thatthe gaming communication device cannot be moved beyond a certain area.In another example scenario, the user starts a convenience gamingtransaction at a first location and ends the transaction at a secondlocation different from the first location. In another example scenario,the user is mobile during a single convenience gaming transaction. Inanother example scenario, the user is mobile within a first approvedarea then (during the convenience gaming transaction) the user movesoutside the first approved area, through an unapproved area, to a remotesecond approved area.

In an alternative embodiment, the convenience gaming system may beconfigured to operate as a “curb-to-curb” gaming system. In such asystem, a communication path may be established between the device and aparticular server, based upon whether the user is in a locationcorresponding to that particular server. For example, the user mightenter a first casino, or an authorized area associated with the firstcasino, and thereby activate the establishment of a communication pathbetween the device and a server located at and/or controlled by thefirst casino. While the user is on the premises of the first casino, theuser might be able to participate in activities, such as playingblackjack, at the first casino. Then, if the user leaves the firstcasino, the convenience gaming system might be configured to terminatethe first communication path (i.e., between the device and the firstcasino's server), or otherwise deactivate the device and/or terminatethe user's ability to use the device to participate in activitiesassociated with the first casino. When the user enters a second casino,or an authorized area associated with the second casino, a secondcommunication path (e.g., between the device and a second server locatedat or controlled by the second casino) may be established. Thus, theuser would now be able to play blackjack (or engage in other activities)at the second casino, rather than the first casino.

As another example, a particular casino is often related to othercasinos within a jurisdiction or specified area. Under such a scenario,if a user entered any of the related casinos, then the appropriatecommunication path or paths could be established between the gamingcommunication device and one or more of the casinos in the group ofrelated casinos, thereby enabling the user to play casino games (orengage in other activities) at the one or more casinos in the group ofrelated casinos. Depending on regulatory requirements, the preferredconfiguration might be to establish a communication path with a serverat a particular casino within the group at which the user wants to play.Then, a different communication path could be established at asubsequent casino if the user wants to play at another casino. Undercertain circumstances, and again depending on regulatory requirements,some information associated with user activity might be maintained at acentralized server accessible by more than one casino within the group.

In another example embodiment, the convenience gaming system may be usedto enable gaming activities involving multiple wireless users whointeract with one another. For instance, the system may enable a tablegame (such as blackjack) in which a first user and a second user areconducting gaming transactions on the same table and in which optionsselected by the first user directly impact outcomes and options relativeto the second user. Preferably, the gaming environment presented on thegaming communication devices of both the first and second users willindicate the existence and activity of the other respective user.Another example of multiple users interacting on the convenience gamingsystem is the provision of a poker game in which users place betsagainst one another instead of, or in addition to, placing bets againstthe house. Another example of interaction between users is when a firstuser makes restaurant reservations or purchases event tickets, therebyreducing the options available to the second user.

Preferably, the gaming service provider provides at least the followingfunctions. First the gaming service provider provides and controls theone or more gaming servers. These servers may be physically locatedwithin the confines of the gaming service provider or may exist at aremote location. As mentioned, the gaming servers may also be located ator near a games provider such as a casino, casino hotel, racino, cruiseship, race track, etc. The gaming service provider may also providemonitoring services such as transaction monitoring and key strokelogging services. The gaming service provider may also provide datamanagement and security services. These services are not intended to beexhaustive and the gaming service provider may provide other serviceswhich facilitate the convenience gaming process.

It should be noted that the invention can be implemented in connectionwith any gaming environment or an environment for any other activity,which may be conducted electronically. The invention is not limited toNevada or any other particular gaming jurisdiction. For instance, theinvention can be employed in connection with casinos in Atlantic City,N.J., international jurisdictions, Native American gaming facilities,and “racinos” which are race tracks that also have slot machines, videolottery terminals, or other gambling devices. For example, in connectionwith “racinos,” the invention might be used by participants who wish toplay slot machine games while they are viewing race horses in thepaddock area. This might be desirable in the event that the slot machinearea does not allow smoking and a participant wishes to gamble from anoutdoor smoking area. Alternatively, the slot machine area might permitsmoking and the gambler wishes to play the slot machines from an areawhere he or she can avoid breathing second-hand smoke. Numerous otherscenarios can be envisioned in which the gaming participant can use theinvention to participate in remote gaming, while enjoying some otherprimary activity in a location remote from the gaming facility. Further,the invention is not limited to gaming, but can include otherapplications, such as trading financial instruments, and wagering onother types of events, such as elections, award events, or any otheractivity.

Another example embodiment involves the application of one or more ofthe methods and systems described herein to the activity of conductingfinancial transactions. Thus, the gaming communication device may beconfigured to enable a user to conduct such financial transactions,which may include, without limitation, any transaction involving afinancial institution, such as banking, trading securities, or managing401K or other investment fund assets. Preferably, a communication pathwould be established between the user and any of the servers or othercomputers necessary to conduct the financial transaction. As withcertain other embodiments the ability to engage in this activity may becontrolled by one or more parameters including location and/or identityverification and time or duration limits.

Conducting financial transactions may be one of the activities presentedto the user of the gaming communication device. Any of the possiblefinancial transactions might be presented as sub-activities. As anexample, a user might want to trade securities listed on a particularexchange. Regulations might require the trader to be located within acertain jurisdiction to execute trades on the exchange. The exchangemight have its own rules and could require that the trader be located onthe premises. With the location verification techniques describedelsewhere herein, the particular financial transaction activity mightonly be enabled if the user is located in a particular geographic area,for example.

As a related feature, the system may be configured to provide a creditverification feature, according to which a user's creditworthiness maybe checked by a party to a transaction, or by which the user might applyfor credit. For example, if a user wants to purchase $10,000 worth of aparticular stock, then a communication path might be established betweenthe user and a server located at and/or controlled by an exchange uponwhich the stock is being traded. An additional communication path mightbe established between the exchange server and a server of an accountmanager that manages the user's account. These communication paths wouldenable the basic transaction—that of the user purchasing the stock. Yetanother communication path, however, might be established between aseller's server, the exchange server, and/or the account manager serverand a server located at and/or controlled by a credit agency. This pathwould enable an interested party to the transaction to check and/orapprove the user's credit to prior enabling the transaction.

According to one aspect of certain embodiments, a user of the gamingcommunication device can connect from the device to a financial serviceprovider's server to provide a “Push to Trade” feature. In order toenable this feature, the device is configured to be capable offacilitating a “Push to Talk” protocol, whereby the device behaves likea walkie-talkie. Thus, the device may include any suitable program orapplication that enables the Push to Talk feature. As used herein, thephrase “Push to Talk” includes any protocol that allows for a directconnection feature for an end user. Included are all such protocols(e.g. Instant Talk, Fastchat, etc.) within the broad rubric of “Push toTalk” including those that provide wide-area, instantaneous contact.

The Push to Talk protocol allows a given device to instantly connect toany number of other devices, such as any other telephone (mobile orlandline-based), personal computer, laptop, etc. The connection for theend user does not have to be spawned by any conventional dialing or bytriggering some form of automatic dialing. A simple button can bedepressed to provide the requisite connection. In the context of timing,Nextel (who developed the original Push to Talk technology) suggeststhat their Push to Talk protocol should connect within 2 seconds.

A related technology is Push to Talk Over Cellular (PoC). PoC service isa form of interactive voice messaging that combines walkie-talkie andcellular phone connectivity, allowing users to quickly connect withanother person or an entire group of friends and contacts at the push ofa button on a PoC-enabled handset.

The Push to Talk protocol allows users to use the walkie-talkie paradigmover an IP or a cellular network, which diminishes the boundarylimitations of a conventional two-way radio. The Push to Talk service isbased on a disruptive technology. Latency is an issue during sometraditional mobile telephone conversations. One appeal of the Push toTalk platform, as compared to executing a traditional telephone call, isbeing able to talk to an individual or to a group of individualsinstantly, without waiting for someone to answer due to latency issues.Another benefit of the Push to Talk feature is a shorter than normalphone call, which cuts down on dialing costs for corresponding endusers. Nextel estimates that the average Push to Talk call lasts fortyseconds. Push to Talk technology is compatible with virtually anynetwork communications; for example, the Push to Talk protocol mayreadily be used in conjunction with cellular telephone networks,including GSM and CDMA. The network equipment used for the Push to Talkfeature is currently being offered by companies such as EricssonMotorola, Siemens, Sony Ericsson, and Nextel.

Because Push to Talk effectively turns the handheld device into awalkie-talkie, it not only successfully enables end users to send voicemessages, it also enables immediate data texts (commonly referred to as“direct messaging”). Push to Talk messaging represents a significantimprovement over short messaging systems in bypassing the slow andclumsy process of entering text via a phone keypad. This makes textmessaging quicker and more effective.

According to the “Push to Trade” feature, once the end user initiatesthe call, the financial service provider is instantly connected to theend user. In one embodiment, the financial service provider has one ormore electronic trade desks that are dedicated to this feature for theirclients. Thus, all “Push to Trade” requests may be received at thislocation. In other embodiments, any suitable entity, broker, standardtrading desk, or electronic device may receive such Push to Tradecommunications.

Once the connection has been established, the financial service providermay then simply conduct the trade as prescribed by the end user. Forexample, upon connection, the end user may be presented with thefinancial or market environment in which he seeks to participate. Thetrade desk representative or device can query the end user to execute anelectronic or a broker-assisted trade. In addition, the financialenvironment may be presented in various stages. For instance, in a firststage, the financial environment may comprise a financial summary of allmarkets where the user is presented with certain financial optionsincluding, for example, specific market summaries, specific prices forselected assets (e.g. commodities, stocks, bonds, etc.), currentpositions, buying power, etc. In a subsequent stage, the user may bepresented with optional instances of the type of activity selected fromthe market platform.

From this platform, the end user can select an activity, such as aparticular type of trade. Thus, the user is presented with one or moreoptions related to the selected activity. For instance, at this point,the user might place a buy or a sell order on a financial exchange. Thesoftware, which may be resident on the device, on the server, or on acombination of both, accepts the option input by the user and transmitsthe input data to the financial service provider. Subsequently, thefinancial service provider acts on the input data. The Push to Talktechnology readily accommodates a voice log of the transaction for auditor confirmation purposes. Hence, a digital voice storage may beprovided, whereby the transaction (e.g., inclusive of bid and askprices) is recorded. In addition, the automatic voice log can then relaythis information back to the end user (e.g., via his e-mail or via aconventional postal mail service). This could occur as a matter ofcourse such that the end user is routinely provided with a suitableconfirmation receipt for all of his trading activity.

Actions at this point may include, without limitation, determining anoutcome and/or amount for the trade, accessing another server and/orsoftware application, retrieving additional information, preparing asuitable response to the user, etc. The action of determining an outcomeand/or amount might take place, for example, if the user is using thedevice to place trades in conjunction with his account and a givenexchange. Hence, this could include a formal tallying of the executedtrade, inclusive of the charged commission, the amount debited from theaccount to cover the trade, etc. The action of accessing another serverand/or software application might occur, for example, in the event theuser is engaging in a services activity such as accessing news services.The action of retrieving information might occur when the financialsoftware is prompted to access another server for the purpose ofretrieving a certain type of information requested by the user. Thefinancial service provider can then prepare a response to the user'sinput data. Once this activity has concluded, the user can acknowledgethe response and then log out and terminate his session.

It should be noted that the “Push to Trade” feature can be used in otherapplications of the convenience gaming technology described herein. Forexample, in an application where the user of the gaming communicationdevice is playing blackjack from an authorized area outside the casinogaming area, the Push to Trade feature would enable the user toparticipate audibly in the blackjack game actually taking place withinthe casino gaming area. The Push to Talk technology would allow the userto immediately and virtually “sit down” at an actual blackjack tablewithout the delay caused by the conventional setup and tear down processof certain traditional telecommunication protocols. Also, once the useris participating in the game, the user can communicate orally with thedealer, or other players that are physically at the table, without thelatency issues of certain mobile telecommunication systems.

In at least one embodiment, the invention provides jurisdictionalcontrols, which limit gaming to approved geographical areas. Theinvention may also include an age/identity verification feature. Thiscan be accomplished through any applicable technique including retinascanning, finger print identification, voice print matching, or otherbiometrics. Identity verification can also be accomplished by having acustomer take a picture of himself (e.g., by use of a digital picturephone) and transmitting the picture to the gaming service provider forcomparison to a stored picture of the pre-approved user. Identityverification can also be accomplished by way of comparison ofparticipant provided data to stored data, and execution of electronicagreements or contracts by the participant. Identity verification canalso be accomplished by monitoring a keystroke characteristic (e.g.,rhythm, patterns, or cadence) of the user, or any other method in whicha parameter uniquely associated with the user can be observed. Theinvention may also provide for the logging of keystrokes. In at leastone embodiment, all communications are accomplished without accessingthe Internet.

Mobile, remote gaming may be desirable for many reasons, some of whichhave already been described. The invention may allow supplementation ofexisting in-house gaming revenue by allowing bettors to place bets whileenjoying other leisure activities such as golf, swimming, dining andshows. The invention may complement the new coinless wageringenvironment as bettors can play their favorite games outside the casino.The invention provides a high-speed, reliable, accurate, and securemobile gaming environment that complies with regulatory requirements foridentification and location verification of the bettor with the abilityto generate key stroke logs. The invention may restrict unauthorizedusage from a geographic perspective and is capable of implementationusing location verification technology (e.g., geo-fencing) to conformthe gaming activities to legal parameters.

Consumers may benefit from an increased choice of gaming environments.Consumers will be able to bet in whatever surroundings they prefer,benefiting from the knowledge that the product is regulated, fair andsecure while enjoying the gaming experience at the speed they choosewithout external influences, such as that which might occur within thein-house casino environment. The gaming businesses can use the inventionto increase their revenue base through a new, regulated, mobile, remotechannel. Customers wanting to be entertained during downtime or outsidea casino will be able to play games on their gaming communication deviceand customers intimidated by a traditional casino environment will beable to play in private. The gaming jurisdictions may benefit from anincrease in gaming an ancillary revenue growth because customers willhave a more enjoyable experience.

The invention may also be used to deliver content at an increased speedcompared to traditional telecommunications systems. The content mayinclude, for example, live reports, entertainment, news, promotions andadvertising.

As mentioned, the invention provides a mobile gaming environment thatcomplies with regulatory requirements for identification and locationverification of the bettor. Moreover, the system is designed to be onehundred percent “clean” from a regulatory perspective. The software isclean in that it has not been and will not be licensed to anyone whodoes business illegally or otherwise operates in a “gray” area. Forexample, in a preferred embodiment, the software is not licensed to anentity that will illegally operate the software, or otherwise illegallydo business on, the Internet. This may be desirable in that certaingaming jurisdictions will not grant gaming permits or licenses tocompanies that do business with, or license technology to or from, otherentities known to be engaging in illegal operations.

Preferably, the system is designed such that the gaming software (orother application software operating on the system) is also one hundredpercent clean from a regulatory perspective. For instance, beforegranting a license, a gaming jurisdiction may require that the softwarebeing used is not tainted in that it has not been used by the licenseapplicant in violation of any laws and has not been licensed orotherwise distributed or disseminated to others who have used thesoftware for illegal purposes, or who have been engaging in illegalactivity. Therefore, it is preferred that the gaming software be cleanand untainted from this perspective.

The systems and methods described herein may also be used to deliverand/or access “Rich Media” content such as, for example, sports video(live or nearly live) and audio commentary. Such may often only bedistributed within specific jurisdictions. Therefore, the distributionmay benefit from the inventive aspects discussed herein, particularlythe location verification aspect, such as geofencing.

The gaming system and methods described herein may permit, among otherthings, pari-mutuel wagering, sports betting, and dissemination of newsand other content. The invention also enables a casino or other gamingprovider to advertise ancillary services such as shows, bars, andrestaurants. The invention also enables remote reservations andpurchases in connection with such services.

According to an embodiment of the invention, the convenience gamingsystem provides for the dissemination of real-time odds to usersaccessing the system.

In another embodiment, an outcome in one transaction can trigger thepresentation to the user of options for a second transaction. Forexample, if a user wins a predetermined amount of money playingblackjack, the user might be presented with an option to purchase retailitems at a casino store or to make reservations for certain services ata club. As another example, if a user uses the system to purchase showtickets, the user might be offered to make reservations at one ofseveral restaurants within a certain proximity to the show.

Although this disclosure has been described in terms of certainembodiments and generally associated methods, alterations andpermutations of these embodiments and methods will be apparent to thoseskilled in the art. Accordingly, the above description of exampleembodiments does not define or constrain this disclosure. Other changes,substitutions, and alterations are also possible without departing fromthe spirit and scope of this disclosure.

1. An apparatus comprising a computing device operable to: determinethat a duration of time in which a gaming device has been activated isless than a first predetermined amount of time, in which the gamingdevice is permitted to be activated for the first predetermined amountof time; determine that a user of the gaming device is within a firstarea of a communication network to which the gaming device is connected,in which the communication network covers at least the first area and asecond area, in which the user is permitted to engage in at least oneactivity via the gaming device from within the first area and is notpermitted to engage in the at least one activity via the gaming devicefrom within the second area; determine that the user has left the firstarea to the second area; determine that the user has returned to thefirst area from the second area; determine that a duration of timebetween the user leaving the first area to the second area and returningto the first area from the second area is less than a secondpredetermined amount of time; and based at least in part on determiningthat the duration of time in which the gaming device is permitted to beactivated is less than the first predetermined amount of time anddetermining that the duration of time between the user leaving the firstarea to the second area and returning to the first area from the secondarea is less than the second predetermined amount of time, permit theuser, upon returning to the first area from the second area, to engagein the at least one activity via the gaming device without requiring anidentity verification by the user.
 2. The apparatus of claim 1, in whichthe gaming device being activated comprises at least one of: the gamingdevice being turned on, the gaming device being connected to thecommunication network, the user being logged into a server via thegaming device, and the gaming device communicating with the server. 3.The apparatus of claim 1, in which the computing device is furtheroperable to: determine that the duration of time in which the gamingdevice has been activated is at least the first predetermined amount oftime; and deactivate the gaming device based at least in part ondetermining that the duration of time is at least the firstpredetermined amount of time.
 4. The apparatus of claim 3, in which todeactivate the gaming device comprises at least one of: to log out theuser from a server to which the user is logged in via the gaming device,to stop communications between the gaming device and the server, todisconnect the gaming device from the communication network, and to turnoff the gaming device.
 5. The apparatus of claim 1, in which thecomputing device is further operable to: maintain the duration of timein which the gaming device is activated; exclude from the duration oftime, time during which the gaming device is located within the secondarea; and exclude from the duration of time, time during which thegaming device is deactivated and then activated.
 6. The apparatus ofclaim 1, in which the computing device is further operable to: maintainthe duration of time in which the gaming device is activated; include inthe duration of time, time during which the gaming device is locatedwithin the second area; and include in the duration of time, time duringwhich the gaming device is deactivated and then activated.
 7. Theapparatus of claim 1, in which the computing device is further operableto: determine that the user is within the second area and that theduration of time is less than at least the first predetermined amount oftime; and deactivate the gaming device based at least in part ondetermining that the duration of time is at least the firstpredetermined amount of time.
 8. The apparatus of claim 7, in which todetermine that the user is within the second area comprises to determinethat the user is not within the first area.
 9. The apparatus of claim 1,in which the computing device is further operable to: determine that theuser is within the second area; and not permit the user to engage in theat least one activity via the gaming device based at least in part ondetermining that the user is within the second area.
 10. The apparatusof claim 9, in which to not permit the user to engage in the at leastone activity via the gaming device comprises at least one of: to log outthe user from a server to which the user is logged in via the gamingdevice, to disconnect the gaming device from the communication network,to turn off the gaming device, to suspend communications between thegaming device and the server, and to terminate communications betweenthe gaming device and the server.
 11. The apparatus of claim 9, in whichto not permit the user to engage in the at least one activity via thegaming device comprises to deactivate the gaming device.
 12. Theapparatus of claim 1, in which the computing device is further operableto: maintain the duration of time in which the gaming device ispermitted to be activated; exclude from the duration of time, timeduring which the user is within the second area; and in whichdetermining that the duration of time in which the gaming device hasbeen activated is less than the first predetermined amount of timecomprises determining that, based on the exclusion of time during whichthe user is within the second area, the duration of time in which thegaming device is permitted to be activated is less than the firstpredetermined amount of time.
 13. The apparatus of claim 1, in which thecomputing device is further operable to: maintain the duration of timein which the gaming device is permitted to be activated; include in theduration of time, time during which the user is within the second area;and in which determining that the duration of time in which the gamingdevice has been activated is less than the first predetermined amount oftime comprises determining that, based on the inclusion of time duringwhich the user is within the second area, the duration of time in whichthe gaming device is permitted to be activated is less than the firstpredetermined amount of time.
 14. The apparatus of claim 1, in which todetermine that the user is within the first area comprises to determinethat the user is not within the second area.
 15. The apparatus of claim1, in which the at least one activity comprises at least one of: agambling activity, wagering-based activity, and a lottery-basedactivity.
 16. The apparatus of claim 1, in which the at least oneactivity comprises at least one of: purchasing tickets to anentertainment event, making reservations, purchasing merchandise,purchasing food, purchasing beverages, and receiving news information.17. The apparatus of claim 1, in which the at least one activitycomprises at least one of: conducting financial transactions, receivingaudio, and receiving video.